using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using DELVE_GAME.ViewStructure;

namespace DELVE_GAME
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public enum GameStates
        {
            Menu,
            Running,
            Replay,
            GameOver
        }

        public static GameStates gamestate;
        GraphicsDeviceManager graphics;
        View view;
        Game delveGame;
        KeyboardState oldKeyState;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 600;
            //graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";
            oldKeyState = new KeyboardState();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameSettings gs = new GameSettings();
            //gs.setNumPlayers(3);
            //gs.setTurnLimit(100);
            gs.setGameType(0);
            //gs.setFogOfWar(false);
            delveGame = new Game(gs);
            view = new View(this, delveGame);
            Components.Add(view);
            IsMouseVisible = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //view.LoadContent();

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                //this.Exit();
            KeyboardState ks = Keyboard.GetState();
            if (ks.IsKeyDown(Keys.Escape))
            {
                    this.Exit();
            }
            Keys[] keyList;
            if ((keyList = ks.GetPressedKeys()).Count() > 0)
            {
                foreach (Keys k in keyList)
                {
                    if( !oldKeyState.IsKeyDown(k) )
                    {
                        view.keyPressed(k);
                    }
                }
            }
            oldKeyState = ks;
            // TODO: Add your update logic here
            //delveGame()
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
